public static Pai3D Get(Pai pai) { int x = pai.ToInt34(); if (count[x] >= cache[x].Count) { Pai3D p = new Pai3D(pai); count[x]++; cache[x].Add(p); return p; } else { return cache[x][count[x]++]; } }
public static Pai3D Get(Pai pai) { int x = pai.ToInt34(); if (count[x] >= cache[x].Count) { Pai3D p = new Pai3D(pai); count[x]++; cache[x].Add(p); return(p); } else { return(cache[x][count[x]++]); } }
protected override void Initialize() { base.Initialize(); Pai3D.Initialize(Content); Taku.Initialize(Content); Pai3DPool.Initialize(); Algorithm.Initialize(); Ribou3D.Initialize(Content); Ribou3DPool.Initialize(); SoundEffects.Initialize(); scene = new Scene3D(GraphicsDevice); camera = new Camera3D(); camera.Position = new Vector3(Taku.SIZE / 2, 200, Taku.SIZE * 1.5f); camera.Target = new Vector3(Taku.SIZE / 2, 0, Taku.SIZE / 2); camera.UpVector = Vector3.Up; camera.FieldOfView = MathHelper.ToRadians(45f); camera.AspectRatio = (float)GraphicsDevice.Viewport.Width / GraphicsDevice.Viewport.Height; camera.NearPlaneDistance = 1f; camera.FarPlaneDistance = 1000f; scene.Camera = camera; spriteBatch = new SpriteBatch(GraphicsDevice); spriteFont = Content.Load <SpriteFont>("SpriteFont1"); spriteFont2 = Content.Load <SpriteFont>("SpriteFont2"); gray = Content.Load <Texture2D>("gray"); if (Initialized != null) { Initialized(); } }
protected override void Draw(GameTime gameTime) { fpsCounter.Draw(gameTime); Window.Title = String.Format("{0:F2} fps", fpsCounter.Fps); float N = Taku.SIZE; float W = Pai3D.WIDTH; float H = Pai3D.HEIGHT; float D = Pai3D.DEPTH; float S = (N - W * 13) / 2; float T = (N - W * 6) / 2; float[] TEHAI_BASE_X = { S, N - D, S + W * 13, D }; float[] TEHAI_BASE_Z = { N - D, N - S, D, S }; float[] TEHAI_DX = { W, 0, -W, 0 }; float[] TEHAI_DZ = { 0, -W, 0, W }; float[] KAWA_BASE_X = { T, T + W * 6 + H, T + W * 6, T - H }; float[] KAWA_BASE_Z = { T + W * 6 + H, T + W * 6, T - H, T }; float[] KAWA_DX_ROW = { W, 0, -W, 0 }; float[] KAWA_DZ_ROW = { 0, -W, 0, W }; float[] KAWA_DX_COL = { 0, H, 0, -H }; float[] KAWA_DZ_COL = { H, 0, -H, 0 }; float[] KAWA_REACH_X = { H, 0, -H, 0 }; float[] KAWA_REACH_Z = { 0, -H, 0, H }; float[] FURO_BASE_X = { N, N, 0, 0 }; float[] FURO_BASE_Z = { N, 0, 0, N }; float[] FURO_DX_TATE = { -W, 0, W, 0 }; float[] FURO_DZ_TATE = { 0, W, 0, -W }; float[] FURO_DX_YOKO = { -H, 0, H, 0 }; float[] FURO_DZ_YOKO = { 0, H, 0, -H }; float[] FURO_ADJUST_X_YOKO = { H, 0, -H, 0 }; float[] FURO_ADJUST_Z_YOKO = { 0, -H, 0, H }; float[] FURO_ADJUST_X_KAKAN = { H, -W, -H, W }; float[] FURO_ADJUST_Z_KAKAN = { -W, -H, W, H }; float R = (Taku.SIZE - Ribou3D.WIDTH) / 2; float[] RIBOU_X = { R, R + Ribou3D.WIDTH + Ribou3D.DEPTH, R + Ribou3D.WIDTH, R - Ribou3D.DEPTH }; float[] RIBOU_Y = { R + Ribou3D.WIDTH + Ribou3D.DEPTH, R + Ribou3D.WIDTH, R - Ribou3D.DEPTH, R }; int SELECTIONBOX_WIDTH = 100; int SELECTIONBOX_HEIGHT = 48; int SELECTIONBOX_SPACING = 20; int SCREEN_WIDTH = GraphicsDevice.Viewport.Width; int SCREEN_HEIGHT = GraphicsDevice.Viewport.Height; int SCOREBOX_SIZE = SCREEN_WIDTH / 10; int SCOREBOX_MARGIN = SCREEN_WIDTH / 30; int SCOREBOX_X = SCREEN_WIDTH - SCOREBOX_MARGIN - SCOREBOX_SIZE; int SCOREBOX_Y = SCOREBOX_MARGIN; Vector2 SCORE_SIZE = spriteFont2.MeasureString("25000"); int ST = (SCOREBOX_SIZE - (int)SCORE_SIZE.X) / 2; int[] SCORE_X = { ST, SCOREBOX_SIZE - (int)SCORE_SIZE.Y, SCOREBOX_SIZE - ST, (int)SCORE_SIZE.Y }; int[] SCORE_Y = { SCOREBOX_SIZE - (int)SCORE_SIZE.Y, SCOREBOX_SIZE - ST, (int)SCORE_SIZE.Y, ST }; Dictionary <SelectionType, string> selectionTypeDisplay = new Dictionary <SelectionType, string>() { { SelectionType.Chi, "チー" }, { SelectionType.Pon, "ポン" }, { SelectionType.Kan, "カン" }, { SelectionType.Reach, "リーチ" }, { SelectionType.Ron, "ロン" }, { SelectionType.Tsumo, "ツモ" }, { SelectionType.Pass, "パス" } }; lock (mutex) { GraphicsDevice.Clear(Color.CornflowerBlue); /* main drawing procedure */ scene.Children.Clear(); tehaiObjects.Clear(); Pai3DPool.Clear(); Ribou3DPool.Clear(); scene.Children.Add(new Taku()); var M = Mouse.GetState(); Ray ray = scene.CreateRay(new Point(M.X, M.Y)); for (int i = 0; i < 4; i++) { int iid = (majong.Id + i) % 4; /* 手牌 */ var tehai = majong.Tehais[iid].ToList(); for (int j = 0; j < tehai.Count; j++) { Pai3D pai3d = Pai3DPool.Get(tehai[j]); pai3d.Position = new Vector3(TEHAI_BASE_X[i] + TEHAI_DX[i] * j, 0, TEHAI_BASE_Z[i] + TEHAI_DZ[i] * j); if (i == 0 && ray.Intersects(pai3d.BoundingBox) != null) { pai3d.Position += new Vector3(0, 2, 0); } pai3d.Rotation = new Vector3(0, MathHelper.ToRadians(90) * i, 0); scene.Children.Add(pai3d); if (i == 0) { tehaiObjects.Add(pai3d); } } /* 河 */ var kawa = majong.Kawas[iid]; for (int j = 0; j < kawa.Count; j++) { Pai3D pai3d = Pai3DPool.Get(kawa[j].pai); Vector3 pos = new Vector3(KAWA_BASE_X[i] + KAWA_DX_COL[i] * (j / 6) + KAWA_DX_ROW[i] * (j % 6), 0, KAWA_BASE_Z[i] + KAWA_DZ_COL[i] * (j / 6) + KAWA_DZ_ROW[i] * (j % 6)); Vector3 rot = new Vector3(MathHelper.ToRadians(-90), MathHelper.ToRadians(90) * i, 0); if (j == majong.Reaches[iid]) { pos += new Vector3(KAWA_REACH_X[i], 0, KAWA_REACH_Z[i]); rot.Y += MathHelper.ToRadians(90); } if (majong.Reaches[iid] != -1 && j > majong.Reaches[iid] && j / 6 == majong.Reaches[iid] / 6) { pos += new Vector3(KAWA_REACH_X[i] - KAWA_DX_ROW[i], 0, KAWA_REACH_Z[i] - KAWA_DZ_ROW[i]); } pai3d.Position = pos; pai3d.Rotation = rot; scene.Children.Add(pai3d); } /* リーチ棒 */ if (majong.Reaches[iid] != -1) { Ribou3D ribou3d = Ribou3DPool.Get(); ribou3d.Position = new Vector3(RIBOU_X[i], 0, RIBOU_Y[i]); ribou3d.Rotation = new Vector3(0, MathHelper.ToRadians(90) * i, 0); scene.Children.Add(ribou3d); } /* フーロ */ float x = FURO_BASE_X[i]; float z = FURO_BASE_Z[i]; foreach (Furo f in majong.Furos[iid]) { switch (f.type) { case FuroType.Chi: case FuroType.Pon: case FuroType.Daiminkan: case FuroType.Kakan: int paiIndex = (f.target - f.actor + 4) % 4 - 1; for (int k = 0; k < f.consumed.Count + 1; k++) { if (k == paiIndex) { x += FURO_DX_YOKO[i]; z += FURO_DZ_YOKO[i]; Pai3D pai3d = Pai3DPool.Get(f.pai); pai3d.Position = new Vector3(x + FURO_ADJUST_X_YOKO[i], 0, z + FURO_ADJUST_Z_YOKO[i]); pai3d.Rotation = new Vector3(MathHelper.ToRadians(-90), MathHelper.ToRadians(90) * (i + 1), 0); scene.Children.Add(pai3d); if (f.type == FuroType.Kakan) { Pai3D pai3d_ = Pai3DPool.Get(f.pai); pai3d_.Position = new Vector3(x + FURO_ADJUST_X_KAKAN[i], 0, z + FURO_ADJUST_Z_KAKAN[i]); } } else { x += FURO_DX_TATE[i]; z += FURO_DZ_TATE[i]; Pai3D pai3d = Pai3DPool.Get(f.consumed[k - ((k > paiIndex) ? 1 : 0)]); pai3d.Position = new Vector3(x, 0, z); pai3d.Rotation = new Vector3(MathHelper.ToRadians(-90), MathHelper.ToRadians(90) * i, 0); scene.Children.Add(pai3d); } } break; case FuroType.Ankan: throw new NotImplementedException("Game1#Draw: draw Ankan is not yet implemented.(not so hard, but I'm lazy)"); } } } scene.Draw(); /* 2D Shapes */ spriteBatch.Begin(); selectionBoxes.Clear(); spriteBatch.Draw(gray, new Rectangle(SCOREBOX_X, SCOREBOX_Y, SCOREBOX_SIZE, SCOREBOX_SIZE), Color.Gray * 0.5f); string baStr = String.Format("{0}-{1}-{2}", majong.Kyoku.ToString(), majong.Honba.ToString(), majong.Kyotaku.ToString()); Vector2 baStrSize = spriteFont2.MeasureString(baStr); spriteBatch.DrawString(spriteFont2, baStr, new Vector2(SCOREBOX_X + (SCOREBOX_SIZE - baStrSize.X) / 2, SCOREBOX_Y + (SCOREBOX_SIZE - baStrSize.Y) / 2), Color.White); /* Scores */ for (int i = 0; i < 4; i++) { int iid = (i + majong.Id) % 4; string sc = majong.Scores[iid].ToString(); Vector2 strSize = spriteFont2.MeasureString(sc); spriteBatch.DrawString(spriteFont2, sc, new Vector2(SCOREBOX_X + SCORE_X[i], SCOREBOX_Y + SCORE_Y[i]), Color.White, MathHelper.ToRadians(-90) * i, Vector2.Zero, 1, SpriteEffects.None, 0); } /* Action Alternatives */ for (int i = 0; i < actionAlternatives.Count; i++) { var alt = actionAlternatives[i]; int x = SCREEN_WIDTH * 4 / 5 - i * (SELECTIONBOX_WIDTH + SELECTIONBOX_SPACING); int y = SCREEN_HEIGHT * 4 / 5; Rectangle rect = new Rectangle(x, y, SELECTIONBOX_WIDTH, SELECTIONBOX_HEIGHT); selectionBoxes.Add(rect); spriteBatch.Draw(gray, rect, Color.Gray * 0.75f); string str = selectionTypeDisplay[alt]; Vector2 strSize = spriteFont.MeasureString(str); spriteBatch.DrawString(spriteFont, str, new Vector2(x + (SELECTIONBOX_WIDTH - strSize.X) / 2, y + (SELECTIONBOX_HEIGHT - strSize.Y) / 2), Color.White); } spriteBatch.End(); GraphicsDevice.BlendState = BlendState.Opaque; GraphicsDevice.DepthStencilState = DepthStencilState.Default; GraphicsDevice.SamplerStates[0] = SamplerState.LinearWrap; } base.Draw(gameTime); }